Stop requesting nerfs!
Survivor perks are so worthless now and have almost zero impact to gameplay.
Why are we nerfing perks when most are useless? I'm having to use 2018 build after mft nerf comes.
As a killer I hardly get outplayed cause I know there are only like 5 perks I'll have to deal with.
Don't nerf anti tunnel perks to then nerf a good perk and say it's now going to be a useless anti tunnel perk.
Dbd is so stale, calm spirit. Like really, so much fun doing 90s gens while your teammates just silently die. And woah look the survivor made no noise after I easily outplayed them. Woah super exciting.
Make perks do something of significance, they don't have to be strong just noticeable so it's not like I'm playing against the exact same builds each match.
Comments
-
Let me guess.
MFT enjoyer?
49 -
I've noticed most killer mains don't want an actual challenge unfortunately, they want to feel powerful and unrelenting, aka "power role". Chucky will come out of the PTB broken and it will be radio silence for a while.
Just how it is here and won't change.
24 -
Let me guess.
Pig main?
Post edited by Paternalpark on2 -
Soooo....
Your fine with having a very influential and game changing perk 4 times in one lobby?
6 -
Yes because there would many perks doing that. Not just the same exact one every match.
2 -
But isn't that on you?
Nobody forces you to use anything. That's just your mindset.
I use very different perks on survivor and killer. On killer I win a majority of my games. And I use one Gen perk maximum.
On survivor, yes I lose a lot. But that's because I play soloQ and well....
Coordination you know?
The problem with survivor perks is that they can be brought 4 times. One DH? No problem. 4? That's not manageable for lower tier killers at all. (I'm talking about old dh or even post 6.1 dh)
Made for this is similar. One survivor running faster with an undeserved speed boost? That's managable. 4 running faster? No that's not ok.
17 -
because there's totally so much variation with everyone running mft or ftp+buckle up stupid combo, sure, op, what other cool stories do you have for us to tell?
Post edited by Rizzo on17 -
So dark theory is unmanageable then?
I'm not defending mft specifically, I'm asking to buff other perks in line with mft. There will always be a meta if there are only 10 good perks for either side.
And the meta shouldn't be so subtle that it's barely noticeable.
I preferred ds and unbreakable days because survivors wouldn't just hide away all match.
Everyone just wants to play optimally and for survivor it's spread out gens and don't interact with killer. With killer is just tunnel weak link.
1 -
Lol, I haven't once been picked up by someone with buckle up or mft.
I don't even notice mft because i know how to use my killer's power correctly.
Try stbfl if ur going against buckle up and ftp.
4 -
MFT is OP & just like Ultimate weapon, needs a nerf. Though I will abuse both of them as long as I can cause what's hell for one side, is fun for the other.
1 -
Since you´re asking us to stop requesting nerfs. Would that also apply to the upcoming Chucky chapter or just to survivor perks?
7 -
Chucky's perks are mid if that. But rn killer perks don't need much.
0 -
oh yeah, i'll totally get so much sbfl value on m2 killers.
3 -
The devs are killer-sided. A lot of evidence of it and we should stop tricking themselves into thinking otherwise
11 -
It's easier to nerf 5 perks to match the other 100 than to buff 100 perks to match 5. The latter isn't just hard, I'd say it's unmanageable.
2 -
Yes, you would.
All at once yes that's a tall order.
But bit by bit it's no problem. Just as they are doing with nerfs.
1 -
When did I say that dark theory is unmanagable? Quite the opposite. Dark theory actually supports my argument. A strong effect that can be brought 4 times needs to have heavy restrictions. In case of dark theory that is : boon, only in a range, only 2% and can be snuffed by the killer. That's managable.
"Bring other perks in line with MFT" that's the problematic perspective that many in this forum and many playing the game have. This perk has a very strong effect that was not counterable for killer and made the problem of map design way worse than it had to be. If this is the standart strength you want perks to be at, i don't think I would want to play this game. That's like saying:
I want all killers to he as strong as Blight
I want all tiles to be as strong as a dschungel gym.
Making everything ridiculously overtuned is not the way a game should be balanced.
DS + unbreakable hasn't gone anywhere. It's still there. Against weaker killers and with correct positioning, ds is still a strong perk. Also, I have to say, the mindset of :"I love to be in the killers face and do a bunch of stupid things because they can't do anything about it" is not the most healthy to preserve a wholesome playerbase.
Last but not least, making this game more interactive in general should NOT come down to the strength of perks but to map design, killer design and the overall progression system concerning gen speed and hook stages.
5 -
Im so sick of these kinds of comments.
It's like a child talking bad about their parent because they gave the sibling a bigger cookie.
The developers of dbd are not "insert role" - sided.
10 -
Nice mindset.
Let me introduce your local nurse main to you. You would get along very well I think.
3 -
Dark theory only uses 1 perk slot AND works even when uninjured for EVERYONE. 2% vs 3% not much different ey.
I've never seen anyone using ds unbreakable.
So you think all pallets should function exactly the same, all killers should be just as easy to master, all perks should contribute nothing to the match.
Sounds like poor repayablity for the sake of fairness in a asymmetrical game.
0 -
Do you read what I said?
Your spinning my words.
I said that making everything overtuned is not good. That doesn't mean everything has to be undertuned.
Why only think in extremes?
Also. 4 people can bring dark theory and create 4 boons. Making 4 areas 2% haste zones. Saying that 2% is not that much of a difference to 3% is like saying that 1% is not much of a difference to 2%. Therefore no haste is not that much of a difference to 1%. 3% however does make a big difference. So sorry, haste in general dies make a difference.
3 -
Even with nerfing stuff bit by bit they have trouble, how do you expect them to deal with buffing in way bigger scale
1 -
We got a second wave of Hex Perks that only spawn on the map once their condition is met, ie Plaything, FaceTheDarkness and now the new TwoCanPlay and I would argue that this Hex perks are much more fun to play, because they offer a sort of reliability that's totally missing from the traditional hexes.
Why am I writing this paragraph? Because I think boons could use a second wave of effects, too. Right now all boons are streamlined to having the same range and effect around the totem, no matter their effect.
I would love more personal boons. Something like
Boon: Dark Theory - the first time ou get wounded, a dull totem on the map gets blessed and you gain a mapwide +2% haste effect that persists as long as you are wounded. But for every second being chased by the killers, they get 1m aura reading on the totem. The perk gets deactivated permanently once this totem gets snuffed
Or another reactive one:
Boon: Charmed Life - the first time you are put into the dying state, one dull totem on the map gets blessed and you enter deep wound. This Boon now holds a part of your life force, if the killer snuffs it, your aura will be revealed for 9s and you become exposed for 1min.
3 -
I agree that there isn’t a lot of good survivor perks worth running anymore and you will still see the same things every game.
Sprint burst, lithe, windows, adrenaline, off the record, resilience, buckle up, for the people, dead hard (doesn’t even work half the time).
Boons aren’t great. Balanced landing is my FAVE exhaustion perk but it just doesn’t feel as useful as lithe/sb. DS has such a little stun and can only be used once a game, imo don’t feel like it’s worth running.
I just wish there was more variety in good and fun perks for survivor so you don’t have to run “metal”
5 -
If something is too strong than it should be nerfed. You don't achieve balance by just buffing everything to be overpowered. This is how you create power creep. Most survivor perks are perfectly usable. Yes, some are a bit more situational than they need to be but that is because survivors have 16 free perk slots as opposed to the killer's 4. If we were to change how often each perk can be used in a lobby, then we could buff some of them. But that isn't a good idea either because it only leads to frustration when you limit what each players is allowed to use by what someone else uses.
Without this, we have the exact problem that @radiantHero23 described. Killers can deal with many perks once or twice but not 4 times. And when one perk is better than the rest, of course all 4 survivors are likely going to use it. The strongest perks will always be more popular than the others. No matter, if they are strong or weak by themselves. Because they look weak in comparison.
5 -
You're playing against the same build numerous times. Mft,hope,dead hard and whatever you can find on survivor side.
3 -
knowing all this complaining is because of the mft nerf brings so much joy. learn the game and get better, sorry not sorry. next step stop offering maps and learn how to play on different maps and you'll be a skilled survivor finally. no dependency on anything = good.
4 -
Exactly, my teammates just use self care, calm spirt and distortion.
But when I play killer it's all adren, ort, mft and hope.
The fact that mft nerf brings you such joy shows your a killer main perpetrating "us vs them".
4 -
I exclusively play solo now because the people I played with bailed out completely in the last 2 years. Information, getting healed quickly, and maneuvering during chases is essential. To that end I use Kindred, Inner Strength, (as a backup and 8 seconds to heal is tremendous), Resurgence, (even if I can't get healed under the hook, I'm still in good shape unless it's a lazy killer that immediately chases me), and an exhaustion perk which I rotate. I used to love Bond, Kindred, and Open Handed but that leaves me with almost nothing else to work with.
All that blathering to say, I agree that most survivor perks now aren't very useful.
2 -
"no dependency on anything = good". That sticks out the most. I'll make sure I pass that knowledge on to the next killer using all aura reading and/or screaming perks. You're right, they should actually earn kills by not having perks tell them where everyone is at all times.
8 -
Perks should be decent but no need to be "busted".
0 -
I'm a killer main, I just didn't like mft. I can except someone looping me for like a solid mintue because that's fun, and I know they're good. Mft threw that perception way out of wack. I do agree though that chucky is going to need a nerf from the ptb state, I don't that's going to be fun to play against on survivor. Doesn't seem like there's counter play, almost like mft.
1 -
BHVR literally buffed Background Player during the previous mid-chapter. It's not like the devs are only nerfing perks, they do buff perks at times. MFT was long overdue for a nerf, because there's no good reason survivors needed always online haste. MFT still has the 3% haste, but now is limited to deep wounds which if you're being tunneled, utilize one of the several endurance giving perks or the med-kit addon for endurance it'll put in value.
0 -
That's actually a really unique idea. I like it.
0 -
Throw on we'll make it. I always have that perks because is altruistic and I take joy in that, maybe throw on solidarity to so you get some back.
0 -
I stopped running good perks for that reason, I don't run a chase build unless you count DH, but I've been trying to learn how to play without strong perks. Maps are definitely impactful but it's fun to learn the different maps
0 -
This is probably the equivalent of screaming at the wall but we'll do it again anyway.
Survivor perks aren't useless. Some are situational, come can be countered, some have restrictions, but almost all do their job and do it well.
Its the survivors fault that they're unwilling to try anything else or learn anything other than get into the killers face to try and fail looping for 5 gens.
This also applies to killers. Look at how many times people run 3-4 slowdowns. Heck since ST came back we've seen at least 4 different demos with effectively the same build back to back. There ARE more things than slowdowns, but ppl still only really use them instead of learning to play with others.
You probably should be blaming players for playing the same thing rather than perks.
2 -
I don't care for mft.
It be completely deleted for all I care.
BTW there are many killer perks that give value for playing the game just like mft.
Sloppy butcher is one.
2 -
Sloppy only works on M1s, survivors can heal each other, and survivors have access to perks to increase healing speeds.
Not to mention the killer is a 1 player team facing a 4 player team.
Sloppy isn't a problem like MFT was.
0 -
If we are going by that logic, killers have access to add ons and perks that inflict exhausted, which last the trial. This would turn off MFT.
0 -
Removing the inconvenience and effort from Killer role makes things less fun for Survivor role. Why bother being good when Devs encourage less effort to play. The game is very focused on Casuals and does nothing for those who are not.
0 -
The difference is that killers would need to run exhaustion perks just to turn off a single perk compared to sloppy that can be dealt fine without healing perks.
Killers can't just avoid putting survivors into the injured state and it's not reasonable for killers to just not chase injured survivors.
1 -
There are plenty of good perks on the survivor side, people just don't want to run them.
That's fine, obviously, people can run what they feel like, but it becomes a problem when perks that are totally fine and even quite strong in the right builds/with the right playstyles get called "useless", and when people start making broad sweeping claims about how "survivors only have five good perks". Neither of those statements are true.
Experiment with your builds. Think about what you actually want, how you like to play, and peruse the other available perks in that class. Maybe start thinking about playing differently, to spice things up for yourself. There's a metric boatload of good healing options, maybe try running some of those every once in a while. Maybe go for a killer-info build and bring underutilised tools like Alert.
The real issue is, people keep latching onto whatever is currently strongest - like MFT, or release Circle of Healing - and use that as their baseline for "good". That isn't the baseline, it's far and away above it; those two perks were too strong, not just only meeting the bar for viable strength.
1 -
Pre nerf coh was the closest we ever got soloq to SWF level. All the devs needed to do was buff killer considerably, then the game would be in a much more enjoyable state then it is now.
0 -
1 they also often have add ons which are easily gained.
2 sloppy is just as easy to deal with as MFT to us. No heal perks, takes longer to heal through sloppy which is dangerous against almost all killers. No exhausted perks or add ons, takes longer to chase an injured survivor. And when chased to a dead zone they still go down relatively quickly. Yes we see it like this and have DEALT with it like such.
3 some killers do infact ignore the injured state by instant down (or in Meyers case death).
4 Sometimes it's the smart thing to not chase an injured survivor immediately. Especially if that survivor is smart enough to go to a strong area and smart enough to use it.
0 -
Yes they can, half the roster has insta down add ons and many killers have insta down as their power.
Sloppy is not fine.
Go against my wesker straight after hook and then we'll talk.
0 -
While pre-nerf CoH was definitely nowhere near as broken as release CoH, and I was in the minority opinion back then that it was totally fine on its own... people didn't run it on its own. They ran it with medkits, and other sources of healing speed, and those things made it completely unjustifiably overpowered.
You can't buff killer considerably to accommodate for something being that disgustingly broken. Bare minimum, you'd end up with survivors needing to run CoH or they'd be completely slaughtered, if that were the case.
While Circle is less useful now for solos specifically, it's still a very strong perk and it's much more healthy. This is still a good outcome, the game wouldn't be better with its pre-nerf version still around.
0 -
Sloppy doesn't work on M2 powers and if you are getting chased off hook then Sloppy never mattered.
I'm engaging any further. It's very clear you just want survivors to have broken perks without caring about any actual balance.
3 -
100% it needed tweaking. But not gutting like it had. Coh is actually still insane for sfw but for soloq coordination it's mid.
Then you get threads complaining about swf pre stacks to be disabled instead of enabling it on soloq...
Why remove content when you could add it??
This is why the game is so stale.
0 -
That's kinda the point, though. They didn't remove, gut, destroy, kill, or whatever word you might want to use, Circle of Healing.
It's a decent perk in solo queue and a great perk in SWF. In what universe is that removing content or lowering the pool of available options? It's a good perk, you'll get moderate use out of it. It's also good in specific builds; pair it with Overzealous for near-constant gen speed, for instance.
This is my point in microcosm. People aren't willing to accept that a perk can be less impactful than the literal strongest things in the game and still be 100% viable. Nobody wants to put any thought or effort into making use of the plethora of good options they have available to them and then complain about the supposed staleness of perk variety when it's completely on them.
4